X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=1fe072817c7c9e9bead4aa2a141d1d8f042c22d2;hp=02859c5abbd09642b1bdd634ca2003f4c095ada0;hb=f71f97f4fd251d02882ace4be3ead033ced434c4;hpb=85e08223a33439f9b4911129b48ee45ff65869eb diff --git a/src/view.cpp b/src/view.cpp index 02859c5..1fe0728 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -20,6 +20,8 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo { Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str()); + screen.SetView(this); // oh dear... + // Create ObjectRenderers - new's match delete's in View::~View //TODO: Don't forget to put new renderers here or things will be segfaultastic m_object_renderers[RECT_FILLED] = new RectFilledRenderer(); @@ -35,7 +37,7 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo #ifndef QUADTREE_DISABLED - m_quadtree_max_depth = 1; + m_quadtree_max_depth = 2; m_current_quadtree_node = document.GetQuadTree().root_id; #endif } @@ -125,53 +127,90 @@ Rect View::TransformToViewCoords(const Rect& inp) const */ void View::Render(int width, int height) { + // View dimensions have changed (ie: Window was resized) + int prev_width = m_cached_display.GetWidth(); + int prev_height = m_cached_display.GetHeight(); + if (width != prev_width || height != prev_height) + { + m_cached_display.Create(width, height); + m_bounds_dirty = true; + } + + // View bounds have not changed; blit the FrameBuffer as it is + if (!m_bounds_dirty) + { + m_cached_display.UnBind(); + m_cached_display.Blit(); + return; + } + m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind + m_cached_display.Clear(); + + + if (!m_use_gpu_rendering) + { + // Dynamically resize CPU rendering target pixels if needed + if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height) + { + delete [] m_cpu_rendering_pixels; + m_cpu_rendering_pixels = new uint8_t[width*height*4]; + if (m_cpu_rendering_pixels == NULL) + Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4); + } + // Clear CPU rendering pixels + for (int i = 0; i < width*height*4; ++i) + m_cpu_rendering_pixels[i] = 255; + } #ifdef QUADTREE_DISABLED RenderRange(width, height, 0, m_document.ObjectCount()); #else RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth); #endif + if (!m_use_gpu_rendering) + { + m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :( + // Debug for great victory (do something similar for GPU and compare?) + ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp"); + } + m_cached_display.UnBind(); // resets render target to the screen + m_cached_display.Blit(); // blit FrameBuffer to screen + m_buffer_dirty = false; } #ifndef QUADTREE_DISABLED void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth) { + Rect old_bounds = m_bounds; if (node == QUADTREE_EMPTY) return; if (!remaining_depth) return; + Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end); RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end); + + m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT); + m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1); + m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT); + m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1); + m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT); + m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1); + m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT); + m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1); + m_bounds = old_bounds; + m_bounds_dirty = true; } #endif void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) { - // View dimensions have changed (ie: Window was resized) - int prev_width = m_cached_display.GetWidth(); - int prev_height = m_cached_display.GetHeight(); - if (width != prev_width || height != prev_height) - { - m_cached_display.Create(width, height); - m_bounds_dirty = true; - } - - // View bounds have not changed; blit the FrameBuffer as it is - if (!m_bounds_dirty) - { - m_cached_display.UnBind(); - m_cached_display.Blit(); - return; - } - - // Bind FrameBuffer for rendering, and clear it - if (m_render_dirty) // document has changed PrepareRender(); if (m_buffer_dirty) // object bounds have changed - UpdateObjBoundsVBO(); + UpdateObjBoundsVBO(first_obj, last_obj); if (m_use_gpu_transform) { @@ -187,8 +226,6 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_ } m_bounds_dirty = false; - m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind - m_cached_display.Clear(); // Render using GPU if (m_use_gpu_rendering) @@ -216,33 +253,17 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_ } else // Rasterise on CPU then blit texture to GPU { - // Dynamically resize CPU rendering target pixels if needed - if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height) - { - delete [] m_cpu_rendering_pixels; - m_cpu_rendering_pixels = new uint8_t[width*height*4]; - if (m_cpu_rendering_pixels == NULL) - Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4); - } - // Clear CPU rendering pixels - for (int i = 0; i < width*height*4; ++i) - m_cpu_rendering_pixels[i] = 255; for (unsigned i = 0; i < m_object_renderers.size(); ++i) { m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj); } - m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :( - // Debug for great victory (do something similar for GPU and compare?) - ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp"); } - m_cached_display.UnBind(); // resets render target to the screen - m_cached_display.Blit(); // blit FrameBuffer to screen } -void View::UpdateObjBoundsVBO() +void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) { - m_objbounds_vbo.Invalidate(); + //m_objbounds_vbo.Invalidate(); m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); if (m_use_gpu_transform) { @@ -254,9 +275,9 @@ void View::UpdateObjBoundsVBO() } m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds)); - BufferBuilder obj_bounds_builder(m_objbounds_vbo.Map(false, true, true), m_objbounds_vbo.GetSize()); + BufferBuilder obj_bounds_builder(m_objbounds_vbo.MapRange(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds), false, true, true), m_objbounds_vbo.GetSize()); - for (unsigned id = 0; id < m_document.ObjectCount(); ++id) + for (unsigned id = first_obj; id < last_obj; ++id) { Rect obj_bounds; if (m_use_gpu_transform) @@ -277,7 +298,6 @@ void View::UpdateObjBoundsVBO() } m_objbounds_vbo.UnMap(); - m_buffer_dirty = false; } /** * Prepare the document for rendering